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As scripters were learning [[BSL]], they produced scripts that at first merely modified the original level logic in minor ways. Then they produced more original, often epic fight scripts; later, some ambitious modders scripted totally new objectives and mission layouts (e.g., Mariachi Bear's alternate storyline). Some of the most complex scripts are the [[OTA]] scripts which were eventually developed to make up for a lack of multiplayer gameplay. | As scripters were learning [[BSL]], they produced scripts that at first merely modified the original level logic in minor ways. Then they produced more original, often epic fight scripts; later, some ambitious modders scripted totally new objectives and mission layouts (e.g., Mariachi Bear's alternate storyline). Some of the most complex scripts are the [[OTA]] scripts which were eventually developed to make up for a lack of multiplayer gameplay. | ||
However, fully original scripts are all the more prone to bugs. The first two are easier to set up, but extreme situations tend to overload the engine (as in "[[Blam]] | However, fully original scripts are all the more prone to bugs. The first two are easier to set up, but extreme situations tend to overload the engine (as in "[[Blam!]]") in ways that scripters have trouble preventing. Testing the scripts required numerous reloads of the game. The process became much faster when the Developer Mode console was unlocked (see {{SectionLink||Finding Dev Mode}}) and individual commands could be tested easily. | ||
While scripting is the easiest way to mod Oni, it's also the most limited, because scripts can only utilize the resources that the vanilla level has to offer. | While scripting is the easiest way to mod Oni, it's also the most limited, because scripts can only utilize the resources that the vanilla level has to offer. | ||